- change the images to be upside down until presentation to increase compatibility with shaders designed for OpenGL
- clamp scissors fully to avoid NVidia's awful drivers locking up the entire system if they end up out of bounds - perform buffer clears as part of the render pass. this puts some restrictions on how FRenderState.Clear can be used - add an offset uniform to the present shaders so the vulkan target can flip the image during presentation
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0620041228
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14 changed files with 75 additions and 166 deletions
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@ -173,6 +173,7 @@ void FGLRenderer::prepareInterleavedPresent(FPresentShaderBase& shader)
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screen->mScreenViewport.width / (float)mBuffers->GetWidth(),
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screen->mScreenViewport.height / (float)mBuffers->GetHeight()
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};
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shader.Uniforms->Offset = { 0.0f, 0.0f };
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shader.Uniforms.Set();
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}
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